Legend: Farewell Edition features 6 characters, (three are available via separate mods), and the weapons and artifacts they carry now have underwent some serious changes to withstand the aggressive opposition. This is no Hexen, things are about to get...bloody.

Throughout the many years of HMT history - over 50 weapon mods were developed just for Hexen alone, not counting Heretic and Doom. Pretty much each version of Legend had different weapons! And now as the end nears, there have been long debates about who and what will appear in the last and ultimate iteration of the mod. The Farewell Edition is based on the Legend version 8.2 update - which was not released due to a huge expansion and a great number of extras added to it, finally resulting in what is to be The Farewell Edition.

After heavy debates about features, improvements, comparisons and insane amount of play-testing - the game that was shaping up in the end started to really resemble HEXEN-2! That was quite a surprise, then again - our team leader and main designer is always inspired by Hexen-2 as the more gothic personification of the series. The same fighting style, tricks and techniques, scarce ammo and heavy reliance on artifacts - like a mix between the first and second Hexen, including the room design that HS is so fond of :-)   So, here we go - let's see who are the winners and their final battle-toys...

                                             

 

Warrior

This time around, - melee-inclined characters have tougher time. Hexen2 Paladin-style combat is prevalent - and unlike in the vanilla Hexen-1 you just can't run in and smack the monsters around. Most likely, if tried - this would be a short path to the grave. Warrior is the hardest character to play in Farewell Edition, and he will need every secret place and every magical artifact he can find in order to achieve victory. An upgraded Flechette and discs of repulsion are going to be your tools of the trade just as much as the weapons. Fortunately, Warrior's third weapon does an excellent job of cutting through hordes of enemies at any range. As for the weapons themselves: they have proudly stood the tests of time.   

 

Battle Axe - Warrior's first weapon in Legend: Farewell Edition remains true to it's roots of the previous versions, but this time also has a small upgrade in speed and power. Numerous tactics can be used when wielding this weapon. If strategy and tricks is your thing - you'll have fun with this one.

 

 

The axe delivers a three (and later - two) hit combo which ends with a long-range wide explosive attack. This can be timed to attack stronger enemies while charging the ranged attack by beating weaker monsters first. It also works very well with discs of repulsion - to switch range quickly and perhaps even direct the blast at more enemies.

A tactical test-team old favorite. In skilled hands can do some major damage. Then again, many situations will call for a different weapon altogether.

 

The Templar Arms - a deadly dual wield combo of hammer and mace. This can deliver rather fast melee damage, if you can get your enemies in the right spot for it. Basic enemies and Hexen traditional monster arrays will fall like flies. Then again, - who said this is Hexen? You'll soon discover that it's easier said than done when almost every creature has a ranged arsenal...

 

 

Templar Arms delivers a swift 3 strike combo, and the range is designed for an offensive tactic, rather than defense. Excellent weapon for circle-strafe attacks, but - you'll be rather using corner tactics from Hexen-2 than that. The opposition here really doesn't sleep unlike in the original :-)

There was a big discussion regarding the weapon's power: half the test team found it not strong enough, the other half said it was too powerful. It depended on the testing difficulty.

Eventually i went with the decision to power it down, which may be problematic at highest difficulty setting; originally Legend was ment to be played at difficulty 4.

 

The most famous weapon of the fantasy gameworld is back, exactly as it  has been. The mighty blade stood well against the test of time and it shall continue it's Hexen adventure for ages to come.

Golden Axe's projectiles have a piercing effect starting from version 8.0! And now with some additional fireworks attached to it - makes some really cool looking firefights and frags.

 

 

Rack 'em and stack 'em!

 

 

 

 

 

 

The Storm Crossbow. This weapon of the Dark Gods doesn't take no for an answer. It destroys anything in it's path with just a few well-placed shots. But only when you can collect all of it's parts - you will be able to use it.

 

Originally developed for Wrath of Magic 3-X in the distant 2006, this modified sprite has migrated into Legend on more than one occasion, and finally has made a well deserved home there.

 

 

 

CORVUS

Heroic Elf from the original saga comes forth to hunt down and destroy the 2nd Serpent Rider. Corvus is basically Cleric on steroids minus the healing spell; and he is arguably the 2nd easiest character to play with in the Farewell Edition. This was not the case in Legend-8, but it was eventually voted that the differences only bothered the gameplay rather than enhancing it, so we're back to being old school. There have been numerous arguments regarding what his weapons should be in the last version, and in the end it was decided to alter his first weapon into something both faster and stronger - more fun-factor, and to change the 2nd weapon as well, since i managed to compile a decent Dragon Claw with three projectiles - one for each prong. Not quite the same as in Heretic, but this is on purpose. It was agreed that only the Marine will have such a rapid-firing machine-gun-like weapon. Also, the alternative 2nd weapon - the Wrath of Magic styled Elvenwand from Legend-8 will be available as a separate mod, as half the test team wanted it as a neat reserve.

Axe and Gauntlets combo is an excellent starting weapon, reliably fast - it can deliver solid amounts of damage and works very good in Hexen-2 style corner ambushes and of course circle-strafe attacks.

 

Going simple, fast and furious: just two strikes - left jab and right axe slash. Very effective, second only to Warrior's Templar Arms as a melee weapon. Makes it both effective and fun to use, eliminating any drag that the older versions had.

 

 

   

 

The Dragon's Claw finally appears in some version in the HMT game mods. Having three projectiles - one for each prong, this is basically a supercharged version of the Serpent Staff. It is faster and more effective. Not in vain Corvus is the 2nd easiest character to play! His weapons just scream "badass!" when you unleash them! 

 

The combination-attack Elvenwand from version 8.0 will also be available through a separate mod. So you'll have a choice - to use it, or the Farewell Edition's Dragon Claw.

 

The Hellstaff  is back in it's most spectacular flaming rage ever! The ultimate choice for making a Hexen-beast-roast (pun intended). A lot of love and work has been invested into finally bringing this weapon to it's ultimate version. I have rebuilt it to avoid the animation glitch which plagued our eyes in L7; and now the staff looks more massive, more threatening and it acts more formidable than ever! With that in mind, it is a tiny bit slower than Cleric's Firestorm and it also doesn't do so well in tight corridors. 

 

 

 

 

 

 

 

 

 

 

 

 

The Hellstaff's firing mode has been modified: the blast is wider and flames move around much longer in expanding circular patterns, covering more ground and bringing death to anyone who dares to cross their path. Now it absolutely does act like a True Hellstaff!

 

 

The Incinerator does exactly what it says. Firing directly ahead it obliterates all foes with a massive fire blizzard attack. The incinerator is rather costly to fire, but it does get the job done when things get nasty.

The Incinerator is Corvus's ultimate weapon. And at that, it is a very curious and a somewhat unpredictable artifact. It has an effect similar to Wraithverge, but much more dangerous. It releases one fireball which bursts into several fire elementals which envelop their targets into flames and incinerate them. The collateral damage from this massive inferno is harmful to the player as well. So it is best not to be anywhere near the area where a blast from the Incinerator is unleashed.

Having that said, The incinerator also excels as a lethal close range weapon: one direct hit at such distance is bound to obliterate any foe, risk free.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

MAGE

The Mage class is the true ruler of Hexen: Legend universe! Being able to act at any range, having weapons of any level of power and with an ability to conserve mana for the bigger guns - the Mage will leave no foe standing! Wielding the most advantageous weapon in Legend - The Ice Staff (yes, another Hexen-2 reference), which is both melee and ranged - the Mage has the highest expertise in ranged combat, at least among the sword&sorcery characters of the mod. Not unlike the Assassin of Hexen-2 - the Mage can kill easily, but also get killed just as easily. His flechette has also been upgraded and can deliver greater explosion and be dropped down from above (unlike the vanilla Hexen). Despite being slower and much more vulnerable in terms of armor class - the Mage is probably the easiest character to play.

 

 

After many experiments and debates with my friends and playtesters it has been decided that the best ever Mage-class weapons and weapon mechanics are...in the Marine Mod! So, the first two weapons are modeled to act exactly like that! All in all, the Ice Staff is most likely the best weapon in the game. It is both diverse and fun to use, - and it does an incredible job in taking down all sorts of enemies easily while conserving mana. Sometimes we almost feel it's unfair :-) LOL But so was the Sapphire Wand...

The Ice Staff is both melee and a ranged weapon: as long as you are holding the trigger - it fires small frost missiles, but when you release the fire button - a close range two-hit combo is unleashed. Both attacks can be combined in the heat of battle to a great success and for fun.

 

 

No matter how neat was the idea of the Ice Axe of the version 8.0, but there were some serious flaws and issues with that resulting in it falling short of the desired effect; and in the end it lost to the fine tunings of the Marine Mod. Plus, after further examination - everyone agreed that we need Frost Shards  back. :-)

 

 

 

 

 

 

 

 

 

 

 

 

The shards are more powerful now, and unlike the vanilla Hexen - can be useful in the situations where otherwise flawless Ice Staff is just too slow.

 

   

 

 

Lightning Storm - returns with a classic animation and packs much heavier punch. Finally this weapon lives up to it's name. Combining the power of both lightning and flames it strikes with truly unstoppable ferocity. Very few enemies can withstand a prolonged conversation with this powerful spell.

 

 

 

 

 

Players well-familiar with Hexen will immediately see that this welcoming party is ten times deadlier than the timid first encounter seen in the vanilla Hexen in this stage...to say the least.

 

Bloodscourge

 it has always been established by all of the HMT participants that this mighty weapon shall remain unchanged. 

In the meantime the weapon's efficiency has been improved, so that it's projectiles destroy enemies more effectively.

 

 

CLERIC

Cleric is the original class from Hexen. His class is preserved as it was, providing only a small number of changes to visually enhance his arsenal and to match the fun-factor of the killing tools belonging to other characters. Cleric also has his Flechette attack powered down, and while it is still very effective - it isn't such an overkill as in the vanilla Hexen.

 

The Mace of Boredom is long gone, and good riddance! For a number of Legend versions Cleric enjoys the triple attack combo of a morning star with a dagger. And while it is the nearly the least powerful first weapon of all heroes - in skilled hands it can be used very successfully against various creatures.

 

   

Like some of the starting weapons in the game, - having blue mana in your inventory boosts the attack power of the weapon by a solid degree.

    

 

 

 

 

The Serpent Staff is just as good as it was in the original game, and it boasts some neat visual changes. It is the only weapon that can be used for healing, and otherwise it's effects were not changed from it's standard behavior in Hexen.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Firestorm - compared to it's mightier brother - (The Hellstaff), is slightly faster upon attack, and in delivering more damage on impact, while the Hellstaff needs an extra second or two to bring it's burning blast to bear. Also, Firestorm works better in tight spaces. Otherwise it's effects remain unchanged from it's standard behavior in Hexen.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Wraithverge - an immortal classic that it is, receives some extra frames an a small visual enhancement to make it's action look more formidable. Otherwise - it is exactly the same and is as capable as ever to tear any opposition into shreds.

 

 

 

 

 

 meet the rest of the badass cast!